Genetic Engineering and Bio-Wizardry?

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MidnightNova
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Genetic Engineering and Bio-Wizardry?

Unread post by MidnightNova »

Something occured to me. Are bio-wizardry and genetic engineering (Gene-Splicer/Gene-Tech/Eugenics from PU2/etc) compatible? And if they are... is the limit of 3 Bio-wizard augmentations before one becomes a partial bio-borg OCC stackable with genetic engineering modifications? I can see it a few ways;

1: Bio-wizardry and Genetic Engineering are incompatible, Any lifeform can have one or the other.

2: They can be combined, but the limit on Bio-wizardry before bio-borg conversion also applies to genetic engineering as well.

3: The Bio-Wizard limit is only for bio wizardry, and genetic modifications (tech based) do not count towards it.

So say if a person had a number of genetic modifications (Say extra PP, increased SDC, and and electrical discharge), and then tried to get a pair of Eyes of Eylor, what would happen?

Honestly I can see it being either of the three options listed, my own instinct is to go with number 2.

Any suggestions?
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Re: Genetic Engineering and Bio-Wizardry?

Unread post by Curbludgeon »

A character could have more than 3 genetic modifications, so having them just share the same counter would prohibit potential results found in game. I'd probably just go with option 3, with the caveat that people shouldn't try to power game things outside games pegged to that sort of power level.
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Re: Genetic Engineering and Bio-Wizardry?

Unread post by Nekira Sudacne »

Option 3. Genetic modifications do not count as bio wizardy and do not count towards caps.
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ShadowLogan
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Re: Genetic Engineering and Bio-Wizardry?

Unread post by ShadowLogan »

Nothing says that GE and BW are incompatible on a basic level. Limits and Restrictions for either one still applies and do not count against each other (basically #3). Now I could see some examples of BW preventing further GE from being done (possibly even any for simplicity), and not all BW options are necessarily compatible with a GE subject (some do have Host Requirements, and no amount of GE is likely to overcome).
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MidnightNova
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Re: Genetic Engineering and Bio-Wizardry?

Unread post by MidnightNova »

Thanks Nekira, upon thinking it over I tend to agree with you wholeheartedly.
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Re: Genetic Engineering and Bio-Wizardry?

Unread post by Shorty Lickens »

yeah I think Mindwerks does both, right?
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MidnightNova
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Re: Genetic Engineering and Bio-Wizardry?

Unread post by MidnightNova »

I do not think Mindwerks does either. All of their minions/goons/experiments are either M.O.M. based, Psynetic tech (Development of M.O.M.) or cybernetic/bionic. No real mention of either genetic engineering or bio-wizardry.
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Hell knight
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Re: Genetic Engineering and Bio-Wizardry?

Unread post by Hell knight »

Yeh you can have both gun Brothers phase world source book , abilities 1 bio borg conversion 2 other bio wizard gifts 20% additional bio borg powers , 20% magic tattoos ,10% symbiotic organism , 6% genetic experimentation resulting in mutants see heroes unlimited . just a quick summery .
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Re: Genetic Engineering and Bio-Wizardry?

Unread post by taalismn »

Just exercise some commonsense and be aware of unexpected consequences and side effects(especially if you have a cruelly imaginative GM). Having, for example, a high gene-tweaked healing factor is all very good, but if combined with Living Armor(which eats your flesh), it could result in a permanent state of inflammation and irritation as the Living Armor deals with the fresh flesh growing in. That could pose some problems until the parasitic covering is removed.
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Re: Genetic Engineering and Bio-Wizardry?

Unread post by drewkitty ~..~ »

Gamewise, as a GM I would not allow the mixing of these thing due to the munchification path the players wants to go down is not allowed in any game I would run. If the GM wants a 'special' opponent...*shrugs* what is allowable is up to them.
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Re: Genetic Engineering and Bio-Wizardry?

Unread post by Blue_Lion »

While theoretically you could combine them, doing so would be up to the GM.
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